Grant multiple prerequisites?
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Grant multiple prerequisites?
Is it possible to make a building provide multiple prerequisites? Specifically I'm trying to make it so that the construction yard grants a prerequisite to the GDI race and another to the Nod race, thereby allowing me to use the same HQ building to give different airstrikes to the two races. Is this possible, and if not is there a better way to do it?
Re: Grant multiple prerequisites?
You can usethebestwes wrote: ↑Is it possible to make a building provide multiple prerequisites?
Code: Select all
ProvidesPrerequisite@one:
Prerequisite: one
ProvidesPrerequisite@two:
Prerequisite: two
...
You can use the "Race: nod/gdi" property on ProvidesPrerequisite (see https://github.com/OpenRA/OpenRA/wiki/T ... erequisite).thebestwes wrote: ↑Specifically I'm trying to make it so that the construction yard grants a prerequisite to the GDI race and another to the Nod race, thereby allowing me to use the same HQ building to give different airstrikes to the two races. Is this possible, and if not is there a better way to do it?
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- Joined: Fri Jul 17, 2015 7:08 pm
Thanks! I did that and it works perfectly for the GDI. The airstrike ability just doesn't show up for Nod, though.
Here's what I'm working with:
Here's what I'm working with:
Code: Select all
FACT:
[snip]
ProvidesPrerequisite@buildingname:
ProvidesPrerequisite@gdiair:
Prerequisite: gdiair
Race: gdi
ProvidesPrerequisite@nodair:
Prerequisite: nodair
Race: nod
[...]
HQ:
[...]
AirstrikePower@GDI:
Prerequisites: gdiair, ~techlevel.superweapons
Icon: airstrike
ChargeTime: 5 [this is just for ease of testing]
SquadSize: 3
QuantizedFacings: 8
Cordon: 900
Description: Gun Run
LongDesc: Deploy an A-10 squad.\nFires a GAU-8 minigun and\ndrops MK-83 bombs along a line.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
IncomingSound: enemya.aud
UnitType: a10
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
AirstrikePower@Nod:
Prerequisites: nodair, ~techlevel.superweapons
Icon: airstrike
ChargeTime: 5
SquadSize: 3
QuantizedFacings: 8
Cordon: 2560
Description: Air Strike
LongDesc: Deploy a group of B-52 bombers against hard or soft\ntargets.
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
InsufficientPowerSound: nopower1.aud
IncomingSound: enemya.aud
UnitType: b52
DisplayBeacon: True
BeaconPoster: airstrike
BeaconPosterPalette: beaconposter
DisplayRadarPing: True
CameraActor: camera
[...]
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- Graion Dilach
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